Phase 4. `/rust` is the server list and the module's landing page (D12);
`/rust/servers/:id` is one server with four tabs — feed, leaderboard, who is
on, wipes (D13). Everything selectable lives in the URL, so any view of the
page is a link. The feed and the presence list poll every twenty seconds while
the tab is visible and not at all when it is not (D14); the leaderboard and the
wipe list load once. `site.footer.status` is filled with a live server and
player count (D15).
Nothing on these pages calls a game server. Every field comes from this
module's own tables, which is what the phase criterion is about: the site
renders the last thing each server said while every server is off.
Walking that criterion in a browser against a live rig found four defects, two
of them already shipped in phase 3:
* An unreachable refresh called `putState` — the whole-row write — with two
fields, so a host that rebooted lost its hostname, map, size, seed and wipe
id. The list then read "Offline" with nothing beside it, which is not "here
is what we know" but "we have never heard of it". `markUnreachable` now
moves three columns and mentions no others.
* "Last reported" read `updated_at`, which a FAILED poll writes too — so an
offline server claimed it had reported just now, every thirty seconds, for
as long as it stayed down. `last_seen_at` is the new column, moved only by a
frame that arrived.
* Feed rows showed a bare time of day, so three events from six weeks ago all
read as this afternoon once the feed was filtered to a past wipe.
* `/rust/servers/typo` rendered core's ErrorState under its own heading and
read "No such server / Something went wrong", sending a reader who mistyped
a URL looking for an outage.
Also: a detail route (`GET …/servers/:id`), because it is the only route under
that path that can say a server does not exist — the other four answer an empty
list for an id nobody configured, and each of those is a good answer to its own
question.
`useAsync` cannot poll: it blanks its data on every dependency change, so a
twenty-second refresh built on it would clear the killfeed and re-fill it four
times a minute. `hooks/usePolled.js` is the module's own, invisible when it
succeeds and keeping the rows when it fails.
The client test fake was *nearly* core — it prefixed routes without stripping
the trailing separator, so the first module to register an index route failed
the nav check for a link that works in a browser. It now copies core's line
character for character.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016wDDVXWMDz82WqE1i969r4
237 lines
9.3 KiB
JavaScript
237 lines
9.3 KiB
JavaScript
// ── The lifecycle hooks ───────────────────────────────────────────────────
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//
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// `register()` may not touch the database (MODULE_API.md §2.2). This file is
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// where everything it could not do goes.
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//
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// core schema → this module's schema fragment → onBoot(ctx) → the listener binds
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//
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// So by the time `onBoot` runs the tables exist, core's settings are seeded, and
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// nothing is serving traffic yet.
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//
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// **`onBoot` has no timeout.** Shutdown races the process being killed; boot does
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// not. A slow `onBoot` delays the listener, which is the promise above rather
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// than a problem to be timed out.
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//
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// **If `onBoot` throws, the module is `startup_failed` and the site still comes
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// up.** Its routes stay mounted but answer 503, because a module that failed to
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// warm up serving half-initialised data is worse than one that says it is down.
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// There is then NO `onShutdown` — being handed a half-built world to tear down is
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// worse than not closing cleanly. Which is why the poll below catches everything:
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// a sidecar that is not there yet is the ordinary state of a fresh install, and
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// letting that fail the boot would make installing the module before installing
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// the bridge impossible.
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//
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// ── Three timers, and they answer three different questions ───────────────
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//
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// refresh (30s) what is each server, and who is on it — the BOARDS
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// ingest (5s) what has happened since we last looked — the CURSOR
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// prune (1h) forgetting the detail we promised not to keep for ever
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//
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// The boards poll and the ingest are deliberately separate rather than one loop
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// reading both. They fail differently and they matter differently: a board that
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// is 30 seconds stale shows a player count slightly behind, and an ingest that
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// is 30 seconds behind shows a killfeed that feels broken. Splitting them lets
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// the cheap one run often and the expensive one run rarely, and it means a
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// sidecar that answers one and not the other degrades in exactly one place.
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//
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// The poll was never a placeholder for a socket: a sidecar's store-backed reads
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// are what answer while a game server is off, which is most of what this module
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// renders. See `ingest.js` for why the live feed is a cursor and not a
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// WebSocket.
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const core = require('./core')
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const db = require('./model/servers/servers.db')
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const eventsDb = require('./model/events/events.db')
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const ingest = require('./ingest')
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const servers = require('./model/servers/servers.model')
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const sidecar = require('./sidecarClient')
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const log = core.logger('boot')
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let refreshTimer = null
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let ingestTimer = null
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let pruneTimer = null
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const REFRESH_MS = 30 * 1000
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const INGEST_MS = 5 * 1000
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const PRUNE_MS = 60 * 60 * 1000
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/**
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* How long this module keeps raw events.
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*
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* Longer than the sidecar's 14 days, because this is the richer store and the
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* one a page reads — and because the sidecar lives on somebody's game host while
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* this lives on the website's own database. What is NOT bounded by it is the
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* record: `rust_player_wipe_stats` and `rust_gather_totals` are permanent, which
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* is the whole of R12's "a wipe does not erase a player's history".
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*/
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const EVENT_RETENTION_DAYS = 30
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/**
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* Ask every configured sidecar how its server is doing, and store what it said.
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*
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* **Every server is polled independently and one failure never stops the
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* others.** `Promise.allSettled`, not `Promise.all`: six servers behind one
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* unreachable host would otherwise mean the whole fleet stops updating because
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* one of them does, and the site would report five healthy servers offline.
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*/
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async function refresh() {
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let rows
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try {
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rows = await servers.listForPolling()
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} catch (err) {
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log.warn('could not read the server list', { error: err.message })
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return
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}
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await Promise.allSettled(rows.map(refreshOne))
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}
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async function refreshOne(server) {
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try {
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// One call for both boards. `/server` would answer the same question about
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// the server itself, but presence would then be a second round trip to the
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// same process for a fact it already had in hand.
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const board = await sidecar.boards(server)
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// Three outcomes, and collapsing any two of them loses something an operator
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// needs:
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//
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// • the sidecar answered with a frame → the server has connected at least once
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// • the sidecar answered 204 (`empty`) → the sidecar is up and the game never connected
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// • the sidecar did not answer → the bridge is unreachable
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//
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// The middle case is the one that is easy to lose. It is a fresh install
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// whose plugin is not loaded yet, and reporting it as unreachable sends the
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// operator to look at the network instead of at the game server.
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if (!board.ok) {
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// `markUnreachable`, not `putState`: nothing answered, so the only new fact
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// is that nothing answered. Writing the whole row from that one fact would
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// blank the hostname, the map, the seed and the wipe — the last thing this
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// server said, which is exactly what the pages exist to render while it is
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// off.
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await db.markUnreachable(server.id, false)
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return
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}
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const boards = (board.data && board.data.boards) || {}
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const frame = boards['server.hello']
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if (!frame) {
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// The sidecar is up and has never heard from the game. Presence is emptied
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// rather than left alone: a stale list of players on a server nobody can
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// reach is worse than an empty one, because it looks current.
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await db.markUnreachable(server.id, true)
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await ingest.applyBoards(server.id, {})
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return
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}
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await ingest.applyBoards(server.id, boards)
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await db.putState({
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serverId: server.id,
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reachable: true,
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// A stored `server.hello` means the game connected; whether it is connected
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// NOW is a different question, and `/health` is what answers it. The board
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// alone cannot say, which is why `online` is not simply `true` here — it is
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// decided by freshness in the model, from `updated_at`.
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online: true,
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players: Number(frame.players) || 0,
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maxPlayers: Number(frame.maxPlayers) || 0,
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hostname: frame.hostname || null,
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level: frame.level || null,
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seed: frame.seed === undefined ? null : Number(frame.seed),
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worldSize: frame.worldSize === undefined ? null : Number(frame.worldSize),
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bootId: frame.bootId || null,
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saveCreatedAt: frame.saveCreatedAt || null,
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wipeId: frame.wipeId || null,
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protocol: frame.protocol === undefined ? null : Number(frame.protocol),
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raw: frame,
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})
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} catch (err) {
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// A failure here is one server's, and it must not reach `Promise.allSettled`
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// as a rejection that hides which one. Log with the id and carry on.
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log.warn('could not refresh a server', { server: server.id, error: err.message })
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}
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}
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/**
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* Runs once, after the schema and before the listener binds.
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*
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* Receives the same frozen `ctx` `register()` was given — not a second object
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* built to look like it — so a module that only needs core at boot time can skip
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* `core.init` entirely and use this argument.
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*/
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/** Runs the cursor for every configured server, independently. */
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async function ingestAll() {
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let rows
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try {
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rows = await servers.listForPolling()
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} catch (err) {
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log.warn('could not read the server list', { error: err.message })
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return
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}
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// `allSettled`, for the same reason the board poll uses it: six servers behind
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// one unreachable host must not stop the other five being ingested.
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await Promise.allSettled(rows.map((server) => ingest.ingestServer(server)))
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}
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async function prune() {
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try {
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const gone = await eventsDb.pruneEvents(EVENT_RETENTION_DAYS)
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if (gone > 0) log.info('pruned old events', { events: gone, days: EVENT_RETENTION_DAYS })
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} catch (err) {
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log.warn('could not prune events', { error: err.message })
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}
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}
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async function onBoot() {
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await refresh()
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refreshTimer = setInterval(refresh, REFRESH_MS)
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ingestTimer = setInterval(ingestAll, INGEST_MS)
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pruneTimer = setInterval(prune, PRUNE_MS)
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// Node keeps the process alive for a pending timer. Core's own intervals are
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// unref'd for exactly this reason: a module that forgets turns `Ctrl-C` into a
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// thirty-second wait, and on a host it turns a `systemctl stop` into a SIGKILL.
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for (const timer of [refreshTimer, ingestTimer, pruneTimer]) {
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if (timer && typeof timer.unref === 'function') timer.unref()
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}
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log.info('booted', { refreshMs: REFRESH_MS, ingestMs: INGEST_MS })
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}
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/**
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* Runs on SIGINT/SIGTERM, before core closes anything of its own.
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*
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* The database pool, the push dispatcher and the SSE fan-out are all still open,
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* because flushing through them is the only thing this hook is for. There is a
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* five-second budget per module, after which the hook is abandoned — abandoned
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* rather than cancelled, since nothing can stop a promise that is still running.
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*/
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async function onShutdown() {
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for (const timer of [refreshTimer, ingestTimer, pruneTimer]) {
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if (timer) clearInterval(timer)
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}
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refreshTimer = null
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ingestTimer = null
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pruneTimer = null
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log.info('shut down')
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}
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module.exports = {
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onBoot,
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onShutdown,
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refresh,
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refreshOne,
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ingestAll,
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prune,
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REFRESH_MS,
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INGEST_MS,
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EVENT_RETENTION_DAYS,
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}
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